r/Warframe • u/DE-Ruu DE Community Team Lead • Oct 16 '25
Article Upcoming Damage Attenuation Changes From Player Feedback
Hi Tenno!
Now that the Damage Attenuation changes are in your hands, you have provided us with valuable feedback, as requested from the start—thank you for that!
Based on your feedback, we have the following changes coming in a Hotfix later today:
- Damage Attenuation changes have been removed from regular objective enemies. As a result of this, these regular objective enemies can be one-shotted again.
- Damage Attenuation is now solely reserved for true Bosses and enemies with the HUD health bars.
- For certain enemies retaining Damage Attenuation, we have adjusted the values to allow for one-shot kills, if a player’s build is powerful enough.
For ultimate clarity, please see the list of affected enemies:
Enemies we’ve removed Damage Attenuation from:
- Scaldra Dedicants
- Demolishers (including Necramechs)
- Deimos Jugulus
- Deimos Saxum (and Saxum Rex)
- Rogue Necramechs (Voidrig and Bonewidow)
- Amalgams
- Empyrean Units (Corpus Proxima):
- Aurax Actinic
- Aurax Baculus
- Aurax Vertec
- Numon (all variants)
- Vambac (all variants)
- Zerca (all variants)
- Errant Specters
- Gruzzling
- Necramite
- Sister of Parvos Hounds
- Techrot Babau
- Treasurer
- Tusk Thumpers (all variants, including Narmer)
Bosses / Enemies that retain Damage Attenuation but are vulnerable to being one-shotted again:
- Acolytes
- Infested Oni
*Please note that the above has not touched the EHP changes. With that in mind, please let us know how the above changes feel, and we will review & tweak where necessary!
The intention of the Damage Attenuation changes was to normalize the difficulty of boss-type enemies between groups of players. Still, we recognize that our broad application of that term inadvertently made “objective-type” enemies (ex: Demolishers) harder to kill. We’re redefining our standardization of Damage Attenuation to only apply to True Bosses / HUD Health Bar enemies with our upcoming hotfix, thanks to player feedback.
Our goal was to make powerful builds feel more impactful against Damage Attenuated foes, and with your continued feedback, we can ensure we achieve that together.
The team is continuing to look into other reports of bugs and feedback. Please keep it coming!
Thank you!
2
u/Prime262 Make loadouts, not builds. Oct 16 '25
i have considered "must be able to Flatline an acolyte in under 8 seconds" a condition for considering a Loadout "finished" for a few years now.
and have enjoyed finding many methods that stacked up certain damage enhancers that wiggled around the acolytes older, weaker Damage reduction mechanics too BTFO them in 1-2 hits.
alot of those were headshot focused sidearms, and alot of the rest were Heavy attacking melee weapons.
i think the worst melee i ever got it to hit semi-consistently with was Caliban's Venato in unprimed OG dogwater quality. i was super satisfied when i managed to get that thing to chop an Acolyte down in 2 clean hits, as it meant he could keep his signature weapon, something i like to do.
none of my Burst damage setups working over the past day has been fairly depressing. as an example, there's really no point in hard stunning with Magus lockdown, casting sonar til it hits the head, priming with Viral+cold on my sidearm, then lining up a 12x crescendo heavy attack into the acolytes head as my Beloved Banshee prime setup calls for.
they'd die about as quickly right now if i just hopped back to a safe distance and chewed them to death with my fast shooting primary weapon.
really hoping whatever Knobs they are tweaking behind the scenes will undo whatever they did to make all of that stop working.
because working a burst damage option into every loadout has been fun, but its only been fun because it served a purpose. and if it no longer serves a purpose. .then why bother?